genesis-3d_engine/Engine/ExtIncludes/physX3/windows/extensions/PxDefaultSimulationFilterShader.h
zhongdaohuan 6e8fbca745 genesis-3d engine version 1.3.
match the genesis editor version 1.3.0.653.
2014-05-05 14:50:33 +08:00

265 lines
7.6 KiB
C++

// This code contains NVIDIA Confidential Information and is disclosed to you
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#ifndef PX_PHYSICS_EXTENSIONS_DEFAULTSIMULATIONFILTERSHADER_H
#define PX_PHYSICS_EXTENSIONS_DEFAULTSIMULATIONFILTERSHADER_H
/** \addtogroup extensions
@{
*/
#include "PxPhysX.h"
#include "PxFiltering.h"
#include "PxRigidActor.h"
#ifndef PX_DOXYGEN
namespace physx
{
#endif
/**
\brief 64-bit mask used for collision filtering.
The collision filtering equation for 2 shapes S0 and S1 is:
<pre> (G0 op0 K0) op2 (G1 op1 K1) == b </pre>
with
<ul>
<li> G0 = PxGroupsMask for shape S0. See PxSetGroupsMask </li>
<li> G1 = PxGroupsMask for shape S1. See PxSetGroupsMask </li>
<li> K0 = filtering constant 0. See PxSetFilterConstants </li>
<li> K1 = filtering constant 1. See PxSetFilterConstants </li>
<li> b = filtering boolean. See PxSetFilterBool </li>
<li> op0, op1, op2 = filtering operations. See PxSetFilterOps </li>
</ul>
If the filtering equation is true, collision detection is enabled.
@see PxSetFilterOps()
*/
class PxGroupsMask
{
public:
PX_INLINE PxGroupsMask():bits0(0),bits1(0),bits2(0),bits3(0) {}
PX_INLINE ~PxGroupsMask() {}
PxU16 bits0, bits1, bits2, bits3;
};
/**
\brief Collision filtering operations.
@see PxGroupsMask
*/
struct PxFilterOp
{
enum Enum
{
PX_FILTEROP_AND,
PX_FILTEROP_OR,
PX_FILTEROP_XOR,
PX_FILTEROP_NAND,
PX_FILTEROP_NOR,
PX_FILTEROP_NXOR,
//UBISOFT : FILTERING
PX_FILTEROP_SWAP_AND
};
};
/**
\brief Implementation of a simple filter shader that emulates PhysX 2.8.x filtering
This shader provides the following logic:
\li If one of the two filter objects is a trigger, the pair is acccepted and #PxPairFlag::eTRIGGER_DEFAULT will be used for trigger reports
\li Else, if the filter mask logic (see further below) discards the pair it will be suppressed (#PxFilterFlag::eSUPPRESS)
\li Else, the pair gets accepted and collision response gets enabled (#PxPairFlag::eCONTACT_DEFAULT)
Filter mask logic:
Given the two #PxFilterData structures fd0 and fd1 of two collision objects, the pair passes the filter if the following
conditions are met:
1) Collision groups of the pair are enabled
2) Collision filtering equation is satisfied
@see PxSimulationFilterShader
*/
PxFilterFlags PxDefaultSimulationFilterShader(
PxFilterObjectAttributes attributes0,
PxFilterData filterData0,
PxFilterObjectAttributes attributes1,
PxFilterData filterData1,
PxPairFlags& pairFlags,
const void* constantBlock,
PxU32 constantBlockSize);
/**
\brief Determines if collision detection is performed between a pair of groups
\note Collision group is an integer between 0 and 31.
\param[in] group1 First Group
\param[in] group2 Second Group
\return True if the groups could collide
@see PxSetGroupCollisionFlag
*/
bool PxGetGroupCollisionFlag(const PxU16 group1, const PxU16 group2);
/**
\brief Specifies if collision should be performed by a pair of shape groups
\note Collision group is an integer between 0 and 31.
\param[in] group1 First Group
\param[in] group2 Second Group
\param[in] enable True to enable collision between the groups
@see PxGetGroupCollisionFlag
*/
void PxSetGroupCollisionFlag(const PxU16 group1, const PxU16 group2, const bool enable);
/**
\brief Retrieves the value set with PxSetGroup()
\note Collision group is an integer between 0 and 31.
\param[in] actor Rigid body actor
\return The collision group this actor belongs to
@see PxSetGroup
*/
PxU16 PxGetGroup(const PxRigidActor& actor);
/**
\brief Sets which collision group this actor is part of
\note Collision group is an integer between 0 and 31.
\param[in] actor Rigid body actor
\param[in] collisionGroup Collision group this actor belongs to
@see PxGetGroup
*/
void PxSetGroup(const PxRigidActor& actor, const PxU16 collisionGroup);
/**
\brief Retrieves filtering operation. See comments for PxGroupsMask
\param[out] op0 First filter operator.
\param[out] op1 Second filter operator.
\param[out] op2 Third filter operator.
\return the filter operations requested
@see PxSetFilterOps PxSetFilterBool PxSetFilterConstants
*/
void PxGetFilterOps(PxFilterOp::Enum& op0, PxFilterOp::Enum& op1, PxFilterOp::Enum& op2);
/**
\brief Setups filtering operations. See comments for PxGroupsMask
\param[in] op0 Filter op 0.
\param[in] op1 Filter op 1.
\param[in] op2 Filter op 2.
@see PxSetFilterBool PxSetFilterConstants
*/
void PxSetFilterOps(const PxFilterOp::Enum& op0, const PxFilterOp::Enum& op1, const PxFilterOp::Enum& op2);
/**
\brief Retrieves filtering's boolean value. See comments for PxGroupsMask
\return flag Boolean value for filter.
@see PxSetFilterBool PxSetFilterConstants
*/
bool PxGetFilterBool();
/**
\brief Setups filtering's boolean value. See comments for PxGroupsMask
\param[in] enable Boolean value for filter.
@see PxSetFilterOps PxSsetFilterConstants
*/
void PxSetFilterBool(const bool enable);
/**
\brief Gets filtering constant K0 and K1. See comments for PxGroupsMask
\return the filtering constants, as a mask. See #PxGroupsMask.
@see PxSetFilterOps PxSetFilterBool PxSetFilterConstants
*/
void PxGetFilterConstants(PxGroupsMask& c0, PxGroupsMask& c1);
/**
\brief Setups filtering's K0 and K1 value. See comments for PxGroupsMask
\param[in] c0 The new group mask. See #PxGroupsMask.
\param[in] c1 The new group mask. See #PxGroupsMask.
@see PxSetFilterOps PxSetFilterBool PxGetFilterConstants
*/
void PxSetFilterConstants(const PxGroupsMask& c0, const PxGroupsMask& c1);
/**
\brief Gets 64-bit mask used for collision filtering. See comments for PxGroupsMask
\param[in] actor Rigid body actor
\return The group mask for the shape.
@see PxSetGroupsMask()
*/
PxGroupsMask PxGetGroupsMask(const PxRigidActor& actor);
/**
\brief Sets 64-bit mask used for collision filtering. See comments for PxGroupsMask
\param[in] actor Rigid body actor
\param[in] mask The group mask to set for the shape.
@see PxGetGroupsMask()
*/
void PxSetGroupsMask(const PxRigidActor& actor, const PxGroupsMask& mask);
#ifndef PX_DOXYGEN
} // namespace physx
#endif
/** @} */
#endif